Hi, I worked on this original character (ZBrush sculpt) and now will be working on further texturing him in substance painter, rigging, and animating him, and making him a playable character in the Unreal engine. This thread will document my progress. I originally made the Hippo Warrior’s UDIM texture set 2048
x 2048, and…
I hope this is the right forum.. anyways, Hi! I'm working on a Unreal 4 game, and to get cloth to work I've learned I should use a Nividias PhysX plug-in for Maya. But when I install the plug-in nothing appears in Maya. I downloaded NVIDIA_PhysX_For_Autodesk_Maya_2013_64bit_3.00.01116.02380.msi from Nividias site (I'm…
Texture projection method The main method of creating texture using AI is to project the generated image onto the model from several angles. Important This technique does not exclude a person from working on textures. AI is a tool that speeds up the process, not completely automated. Also, when working on textures, work in…
Thanks, yeah i like it too, took awhile to customize the masks to it (learning the settings i had to use) and the lighting to play nice with it. This "higher caliber stuff" takes a bit for me to wrap my noodle around, took a break to get some "fresh eyes", on her again to see what may be needed as far as touch ups go. If…
Thanks a bunch for the advice! I have a few concerns with character model creation that I would like to get solved. 1) Do people generally model the head before the body, I read once (in a really old book, I believe it was Quake 3 era) that it is best to model the head first to give the model character. 2) Is it okay to…
Reviving this quite important thread, since I've had some problems with choosing the most optimal t-pose. These things concern me: - the importance of the anatomy on the armpit - polygonal angle on the armpit for normal map baking - humeroscapular rhythm (the movement of clavicles, scapulas and muscles related to the…
Late on the crit here but I do see a problem with the high poly. You have a lot of straps that bear weight, but the only place you really show that is in the knee pad straps. I've worn a one shoulder big messenger bag for a long time and that shoulder strap and securing strap really digs in. It was bad enough with art…
Ooh, I'm gonna join in! Gonna try Deirdre. http://en.wikipedia.org/wiki/Deirdre I am not someone who dwells on the concept too long, so I just sketched out her proportions and started working. There's not much on how Deirdre is supposed to look besides 'yellow tresses, green eyes, cheeks coloured like foxglove(which is a…
Update: I've Pretty much finished with the body, I am now mainly working on clothing and animations. I have textured and imported my character into unreal to see if all the current animations work and if the texturing looks alright. It is very blue but I think it gives it quite a fantasy feel which works. These are some of…
Good, a brighter image would have been better though. Looks like you've got most things under control here. Some things to keep in mind for next time, no need to fix these if you feel that it would be to much work; - Use more reference material and follow them more precisely. It's not just the anatomy of the characters…